Most within the industry believe the only way to offset the large development costs associated with "HD" / next-gen development is to create as much platform coverage as possible, thereby increasing the potential size of the market. Game ports are the most obvious way of doing this, as it costs relatively less to re-use existing gaming assets than to develop a new game from scratch. An unfortunate side-effect of this approach is that high-quality games end up with broken gameplay mechanics, due to platform limitations (such as Lego Star Wars II for the Nintendo DS).
THQ argues, however, that gamers on different platforms have different expectations, and that by focusing on the lowest common denominator, the developer ends up with a game that lacks appeal to the core segments within each platform. Instead, developers should focus on designing games that appeal to the types of gamers on each platform. This means releasing platform / segment specific titles and moving away from ports.
In bucking the latest industry trends, THQ boss Brian Farrell has stated in an interview that, "I don't mean to over-simplify this, but in the past a lot of publishers - including us - would say, 'Okay, let's make a game and get it across every system.' That's not our strategy going forward; there are going to be different gamers for the different systems. So our strategy is different types of content, segmented on who the users of the systems are."
THQ's recent games have included S.T.A.L.K.E.R., Company of Heroes, Titan Quest, and Warhammer 40,000: Dawn of War.


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